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All codes for safes, lockers and talisman in Alone in the Dark

 

All codes for safes, lockers and talisman in Alone in the Dark

In Alone in the Dark, players will find several locked safes and lockers, and will also look for combinations to open the passage to Jeremy's Memories using a special talisman. On classic difficulty, if all hints are disabled by default, it can sometimes be difficult to find a particular code. In this guide, we have presented all the passwords for lockers, safes and talisman.


Code for the safe in the administrator's room

As the developers intended, on your first playthrough of the first chapter you should not know the combination to the safe in the administrator's room. However, if you use the code found in the story at the beginning of the game, you will receive the secret gift “Alone in the Dark” . Use the following combination:


  • 9 left;
  • 1 right;
  • 3 to the left.
Code for the safe in the administrator's room

Note that the same code will need to be used in chapter four to get the key to Dr. Gray's office. It will remain unchanged!

Code for the locker in room No. 6

In the second chapter, the main character will need to find two broken parts of a plate for an old antique watch. The first fragment lies on the street in a well, and the second is hidden on the second floor in room No. 6. To get to it, you need to enter the combination:

  • Fish;
  • Scales;
  • Calf.
Code for the locker in room No. 6

You can pick it up using Perosi's notes, whose journal lies behind the bed. If you turn the pictures on the wall on the left into the correct position and read the names on them, you can get the numbers that mark these people in the picture behind the bed.

The code for the safe in the shipbuilding company building

The combination to the safe is written in the document “All His Things,” which you will pick up in the office of the shipbuilding company on the second floor. Use this code:

  • 4 left,
  • 5 to the right,
  • 4 to the left.
The code for the safe in the shipbuilding company building

Code for the locker in the living room

A little later in the story, the protagonist will need to find a few more lost fragments of the plate, from which they can make an image. One such fragment lies in the back room of the living room, on the second floor. If you have already received the key to this place, then go there and use the following combination:

  • Fish;
  • Twins;
  • A lion.
Code for the locker in the living room

Note that according to the plot, you will first need to explore the main hall and pick up the key to the medicine box. You don't have to do this with the above combination, but if you don't visit the main hall, you'll miss three presents.

Code for the safe in room No. 3

You will find yourself in this room in the fourth chapter, towards the end of the game. It is noteworthy that when playing for different heroes the code will be different:

  • In the scenario for Edward: 6 left, 9 right, 3 left;
  • In the scenario for Emily: 9 left, 1 right, 8 left.
Code for the safe in room No. 3

After this, the paths of the protagonists will also diverge.

All codes for the mascot

In the game, you will often need to look for codes for a talisman to open a passage to a parallel world (Jeremy's Memories). Here they are all in order:

  • Code in the first chapter: 358
  • Code in the second chapter: 643
  • Code in the second chapter (from the boiler): 975
  • Code in the third chapter (after the shipbuilding company): 258
  • Code in the fourth chapter (in the attic): 641
  • Code in chapter four (in the doctor's room): 000

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